ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.37 by root, Mon May 28 21:28:36 2007 UTC vs.
Revision 1.95 by elmex, Tue Jan 19 16:13:05 2010 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * under the terms of the GNU General Public License as published by the Free 9 * the terms of the Affero GNU General Public License as published by the
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the Affero GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * and the GNU General Public License along with this program. If not, see
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains all the spell attack code. Grouping this code 25/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 26 * together should hopefully make it easier to find the relevent bits
27 * of code 27 * of code
37/* this function checks to see if a spell pushes objects as well 37/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 38 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 39 * but moved here so it could be applied to bolts too
40 * op is the spell object. 40 * op is the spell object.
41 */ 41 */
42 42static void
43void
44check_spell_knockback (object *op) 43check_spell_knockback (object *op)
45{ 44{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 46 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 47
50 if (!op->weight) 48 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 49 { /*shouldn't happen but if cone object has no weight drop out */
56 { 54 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 55 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 56 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 57 }
60 58
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 59 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 60 {
63 int num_sections = 1; 61 int num_sections = 1;
64 62
65 /* don't move DM */ 63 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 64 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 71 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 72 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 73 continue;
76 74
77 /* count the object's sections */ 75 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 76 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 77 num_sections++;
80 78
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 79 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 80 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 81 * object, not just the head, so the total weight should be relevant.
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115 113static void
116void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
121 maptile *m; 118 maptile *m;
152 new_bolt->duration++; 149 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 150 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 151 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 152 tmp->stats.dam /= 2; /* reduce father bolt damage */
156 tmp->stats.dam++; 153 tmp->stats.dam++;
154
157 if ((new_bolt = m->insert (new_bolt, sx, sy, op))) 155 if ((new_bolt = m->insert (new_bolt, sx, sy, op)))
158 update_turn_face (new_bolt); 156 update_turn_face (new_bolt);
159} 157}
160 158
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 159/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 160 * and checks for various things that may stop it.
163 */ 161 */
164
165void 162void
166move_bolt (object *op) 163move_bolt (object *op)
167{ 164{
168 int mflags; 165 int mflags;
169 sint16 x, y; 166 sint16 x, y;
170 maptile *m; 167 maptile *m;
171 168
172 if (--op->duration < 0) 169 if (--op->duration < 0)
173 { 170 {
174 op->destroy (); 171 op->drop_and_destroy ();
175 return; 172 return;
176 } 173 }
177 174
178 hit_map (op, 0, op->attacktype, 1); 175 hit_map (op, 0, op->attacktype, 1);
179 176
252 tmp->duration++; 249 tmp->duration++;
253 250
254 /* New forking code. Possibly create forks of this object 251 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 252 * going off in other directions.
256 */ 253 */
257 if (rndm (0, 99) < tmp->stats.Dex) 254 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 255 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 256
262 /* In this way, the object left behind sticks on the space, but 257 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 258 * doesn't create any bolts that continue to move onward.
264 */ 259 */
265 op->range = 0; 260 op->range = 0;
282 int mflags; 277 int mflags;
283 278
284 if (!spob->other_arch) 279 if (!spob->other_arch)
285 return 0; 280 return 0;
286 281
287 tmp = arch_to_object (spob->other_arch); 282 tmp = spob->other_arch->instance ();
288 if (tmp == NULL) 283 if (tmp == NULL)
289 return 0; 284 return 0;
290 285
291 /* peterm: level dependency for bolts */ 286 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 287 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 288 tmp->attacktype = spob->attacktype;
289
294 if (spob->slaying) 290 if (spob->slaying)
295 tmp->slaying = spob->slaying; 291 tmp->slaying = spob->slaying;
292
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 293 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 294 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 295 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 296 tmp->stats.Con = spob->stats.Con;
300 297
311 308
312 maptile *newmap; 309 maptile *newmap;
313 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 310 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
314 if (mflags & P_OUT_OF_MAP) 311 if (mflags & P_OUT_OF_MAP)
315 { 312 {
316 tmp->destroy (); 313 tmp->drop_and_destroy ();
317 return 0; 314 return 0;
318 } 315 }
319 316
320 tmp->map = newmap; 317 tmp->map = newmap;
321 318
322 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 319 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
323 { 320 {
324 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 321 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
325 { 322 {
326 tmp->destroy (); 323 tmp->drop_and_destroy ();
327 return 0; 324 return 0;
328 } 325 }
329 326
330 tmp->x = op->x; 327 tmp->x = op->x;
331 tmp->y = op->y; 328 tmp->y = op->y;
336 if ((tmp = tmp->insert_at (tmp, op))) 333 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 334 move_bolt (tmp);
338 335
339 return 1; 336 return 1;
340} 337}
341
342
343 338
344/*************************************************************************** 339/***************************************************************************
345 * 340 *
346 * BULLET/BALL CODE 341 * BULLET/BALL CODE
347 * 342 *
348 ***************************************************************************/ 343 ***************************************************************************/
349 344
350/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 347 * At least that is what I think this does.
353 */ 348 */
354void 349void
355explosion (object *op) 350explosion (object *op)
356{ 351{
390 } 385 }
391 } 386 }
392 } 387 }
393} 388}
394 389
395
396/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
398 * explode. 392 * explode.
399 */ 393 */
400void 394static void
401explode_bullet (object *op) 395explode_bullet (object *op)
402{ 396{
403 object *tmp, *owner; 397 object *tmp, *owner;
404 398
405 if (op->other_arch == NULL) 399 if (!op->other_arch)
406 { 400 {
407 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n"); 401 LOG (llevError, "BUG: explode_bullet(): op without other_arch\n");
408 op->destroy (); 402 op->destroy ();
409 return; 403 return;
410 } 404 }
411 405
412 if (op->env) 406 if (op->env)
413 { 407 {
414 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 411 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 413 op->destroy ();
419 return; 414 return;
420 } 415 }
438 } 433 }
439 434
440 if (op->attacktype) 435 if (op->attacktype)
441 { 436 {
442 hit_map (op, 0, op->attacktype, 1); 437 hit_map (op, 0, op->attacktype, 1);
438
443 if (op->destroyed ()) 439 if (op->destroyed ())
444 return; 440 return;
445 } 441 }
446 442
447 /* other_arch contains what this explodes into */ 443 /* other_arch contains what this explodes into */
448 tmp = arch_to_object (op->other_arch); 444 tmp = op->other_arch->instance ();
449 445
450 tmp->set_owner (op); 446 tmp->set_owner (op);
451 tmp->skill = op->skill; 447 tmp->skill = op->skill;
452 448
453 owner = op->owner; 449 owner = op->owner;
454 450
455 if ((tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) && owner && !tailor_god_spell (tmp, owner)) 451 if ((tmp->attacktype & AT_HOLYWORD
452 || tmp->attacktype & AT_GODPOWER)
453 && owner
454 && !tailor_god_spell (tmp, owner))
456 { 455 {
457 op->destroy (); 456 op->destroy ();
458 return; 457 return;
459 } 458 }
460 459
487 486
488 /* Prevent recursion */ 487 /* Prevent recursion */
489 op->move_on = 0; 488 op->move_on = 0;
490 489
491 tmp->insert_at (op, op); 490 tmp->insert_at (op, op);
491 tmp->play_sound (tmp->sound);
492
492 /* remove the firebullet */ 493 /* remove the firebullet */
493 op->destroy (); 494 op->destroy ();
494} 495}
495 496
496/* checks to see what op should do, given the space it is on 497/* checks to see what op should do, given the space it is on
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 524 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 525 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 526 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 527 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 528 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
529
530 // TODO: can't understand the following if's
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 531 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 532 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 533 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 534 {
532 op->destroy (); 535 op->destroy ();
543 * fired arches (eg, bolts). 546 * fired arches (eg, bolts).
544 */ 547 */
545void 548void
546move_bullet (object *op) 549move_bullet (object *op)
547{ 550{
548 sint16 new_x, new_y;
549 int mflags;
550 maptile *m;
551
552#if 0 551#if 0
553 /* We need a better general purpose way to do this */ 552 /* We need a better general purpose way to do this */
554 553
555 /* peterm: added to make comet leave a trail of burnouts 554 /* peterm: added to make comet leave a trail of burnouts
556 it's an unadulterated hack, but the effect is cool. */ 555 it's an unadulterated hack, but the effect is cool. */
571 op->destroy (); 570 op->destroy ();
572 571
573 return; 572 return;
574 } 573 }
575 574
576 new_x = op->x + DIRX (op); 575 mapxy pos (op);
577 new_y = op->y + DIRY (op); 576 pos.move (op->direction);
578 m = op->map;
579 mflags = get_map_flags (m, &m, new_x, new_y, &new_x, &new_y);
580 577
581 if (mflags & P_OUT_OF_MAP) 578 if (!pos.normalise ())
582 { 579 {
583 op->destroy (); 580 op->destroy ();
584 return; 581 return;
585 } 582 }
586 583
587 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))) 584 mapspace &ms = pos.ms ();
585
586 ms.update ();
587
588 if (!op->direction || OB_TYPE_MOVE_BLOCK (op, ms.move_block))
588 { 589 {
589 if (op->other_arch) 590 if (op->other_arch)
590 explode_bullet (op); 591 explode_bullet (op);
591 else 592 else
592 op->destroy (); 593 op->destroy ();
593 594
594 return; 595 return;
595 } 596 }
596 597
597 if (!(op = m->insert (op, new_x, new_y, op))) 598 if (!(op = pos.insert (op, op)))
598 return; 599 return;
599 600
600 if (reflwall (op->map, op->x, op->y, op)) 601 if (reflwall (op->map, op->x, op->y, op))
601 { 602 {
602 op->direction = absdir (op->direction + 4); 603 op->direction = absdir (op->direction + 4);
612 * we remove the magic flag - that can be derived from 613 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 614 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 615 * This function sets up the appropriate owner and skill
615 * pointers. 616 * pointers.
616 */ 617 */
617
618int 618int
619fire_bullet (object *op, object *caster, int dir, object *spob) 619fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 620{
621 object *tmp = NULL; 621 object *tmp = NULL;
622 int mflags; 622 int mflags;
623 623
624 if (!spob->other_arch) 624 if (!spob->other_arch)
625 return 0; 625 return 0;
626 626
627 tmp = arch_to_object (spob->other_arch); 627 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 628 if (!tmp)
629 return 0; 629 return 0;
630 630
631 /* peterm: level dependency for bolts */ 631 /* peterm: level dependency for bolts */
632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633 tmp->attacktype = spob->attacktype; 633 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 634 if (spob->slaying)
635 tmp->slaying = spob->slaying; 635 tmp->slaying = spob->slaying;
636 636
646 SET_ANIMATION (tmp, dir); 646 SET_ANIMATION (tmp, dir);
647 647
648 tmp->set_owner (op); 648 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 649 set_spell_skill (op, caster, spob, tmp);
650 650
651 tmp->x = op->x + freearr_x[dir]; 651 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 652 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 653 tmp->map = op->map;
654 654
655 maptile *newmap; 655 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 657 if (mflags & P_OUT_OF_MAP)
659 tmp->destroy (); 659 tmp->destroy ();
660 return 0; 660 return 0;
661 } 661 }
662 662
663 tmp->map = newmap; 663 tmp->map = newmap;
664
665 // in case the bullet has direction 0 we explode it in place.
666 // direction 0 is possible for instance when a poison cloud trap springs.
667 if (tmp->direction == 0)
668 {
669 if (tmp->other_arch
670 && (tmp = tmp->insert_at (tmp, op))) // insert before explode cleanly
671 explode_bullet (tmp); // explode object will/should remove tmp
672 else
673 tmp->destroy ();
674
675 return 0;
676 }
664 677
665 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y))) 678 if (OB_TYPE_MOVE_BLOCK (tmp, GET_MAP_MOVE_BLOCK (tmp->map, tmp->x, tmp->y)))
666 { 679 {
667 if (!QUERY_FLAG (tmp, FLAG_REFLECTING)) 680 if (!QUERY_FLAG (tmp, FLAG_REFLECTING))
668 { 681 {
687 * CONE RELATED FUNCTIONS 700 * CONE RELATED FUNCTIONS
688 * 701 *
689 *****************************************************************************/ 702 *****************************************************************************/
690 703
691/* drops an object based on what is in the cone's "other_arch" */ 704/* drops an object based on what is in the cone's "other_arch" */
692void 705static void
693cone_drop (object *op) 706cone_drop (object *op)
694{ 707{
695 object *new_ob = arch_to_object (op->other_arch); 708 object *new_ob = op->other_arch->instance ();
696 709
697 new_ob->level = op->level; 710 new_ob->level = op->level;
698 new_ob->set_owner (op->owner); 711 new_ob->set_owner (op->owner);
699 712
700 /* preserve skill ownership */ 713 /* preserve skill ownership */
707/* move_cone: causes cone object 'op' to move a space/hit creatures */ 720/* move_cone: causes cone object 'op' to move a space/hit creatures */
708 721
709void 722void
710move_cone (object *op) 723move_cone (object *op)
711{ 724{
712 int i;
713
714 /* if no map then hit_map will crash so just ignore object */ 725 /* if no map then hit_map will crash so just ignore object */
715 if (!op->map) 726 if (!op->map)
716 { 727 {
717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 728 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
718 op->set_speed (0); 729 op->set_speed (0);
738 } 749 }
739#endif 750#endif
740 751
741 hit_map (op, 0, op->attacktype, 0); 752 hit_map (op, 0, op->attacktype, 0);
742 753
754 if (!op->is_on_map ())
755 return;
756
743 /* Check to see if we should push anything. 757 /* Check to see if we should push anything.
744 * Spell objects with weight push whatever they encounter to some 758 * Spell objects with weight push whatever they encounter to some
745 * degree. 759 * degree.
746 */ 760 */
747 if (op->weight) 761 if (op->weight)
762 {
748 check_spell_knockback (op); 763 check_spell_knockback (op);
749 764
750 if (op->destroyed ()) 765 if (!op->is_on_map ())
751 return; 766 return;
767 }
752 768
753 if ((op->duration--) < 0) 769 if (op->duration-- < 0)
754 { 770 {
755 op->destroy (); 771 op->destroy ();
756 return; 772 return;
757 } 773 }
758 /* Object has hit maximum range, so don't have it move 774 /* Object has hit maximum range, so don't have it move
763 { 779 {
764 op->range = 0; /* just so it doesn't wrap */ 780 op->range = 0; /* just so it doesn't wrap */
765 return; 781 return;
766 } 782 }
767 783
768 for (i = -1; i < 2; i++) 784 for (int i = -1; i <= 1; i++)
769 { 785 {
770 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 786 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
771 787
772 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 788 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
773 { 789 {
820 836
821 /* Need to know what the movetype of the object we are about 837 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 838 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 839 * insert it into is blocked.
824 */ 840 */
825 movetype = spell->other_arch->clone.move_type; 841 movetype = spell->other_arch->move_type;
826 842
827 for (i = range_min; i <= range_max; i++) 843 for (i = range_min; i <= range_max; i++)
828 { 844 {
829 sint16 x, y, d; 845 sint16 x, y;
830 846
831 /* We can't use absdir here, because it never returns 847 /* We can't use absdir here, because it never returns
832 * 0. If this is a rune, we want to hit the person on top 848 * 0. If this is a rune, we want to hit the person on top
833 * of the trap (d==0). If it is not a rune, then we don't want 849 * of the trap (d==0). If it is not a rune, then we don't want
834 * to hit that person. 850 * to hit that person.
835 */ 851 */
836 d = dir + i; 852 int d = dir ? absdir (dir + i) : i;
837 while (d < 0)
838 d += 8;
839 while (d > 8)
840 d -= 8;
841 853
842 /* If it's not a rune, we don't want to blast the caster. 854 /* If it's not a rune, we don't want to blast the caster.
843 * In that case, we have to see - if dir is specified, 855 * In that case, we have to see - if dir is specified,
844 * turn this into direction 8. If dir is not specified (all 856 * turn this into direction 8. If dir is not specified (all
845 * direction) skip - otherwise, one line would do more damage 857 * direction) skip - otherwise, one line would do more damage
862 874
863 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype) 875 if ((movetype & GET_MAP_MOVE_BLOCK (m, sx, sy)) == movetype)
864 continue; 876 continue;
865 877
866 success = 1; 878 success = 1;
867 tmp = arch_to_object (spell->other_arch); 879 tmp = spell->other_arch->instance ();
868 tmp->set_owner (op); 880 tmp->set_owner (op);
869 set_spell_skill (op, caster, spell, tmp); 881 set_spell_skill (op, caster, spell, tmp);
870 tmp->level = caster_level (caster, spell); 882 tmp->level = casting_level (caster, spell);
871 tmp->attacktype = spell->attacktype; 883 tmp->attacktype = spell->attacktype;
872 884
873 /* holy word stuff */ 885 /* holy word stuff */
874 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER)) 886 if ((tmp->attacktype & AT_HOLYWORD) || (tmp->attacktype & AT_GODPOWER))
875 if (!tailor_god_spell (tmp, op)) 887 if (!tailor_god_spell (tmp, op))
909 else 921 else
910 tmp->duration += caster->level / 3; 922 tmp->duration += caster->level / 3;
911 } 923 }
912 924
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 925 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 926 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 927
916 if (!tmp->move_on && tmp->stats.dam) 928 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 929 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 930
919 m->insert (tmp, sx, sy, op); 931 m->insert (tmp, sx, sy, op);
920 932
921 /* This is used for tracking spells so that one effect doesn't hit 933 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 934 * a single space too many times.
934 * 946 *
935 * BOMB related code 947 * BOMB related code
936 * 948 *
937 ****************************************************************************/ 949 ****************************************************************************/
938 950
939
940/* This handles an exploding bomb. 951/* This handles an exploding bomb.
941 * op is the original bomb object. 952 * op is the original bomb object.
942 */ 953 */
943void 954void
944animate_bomb (object *op) 955animate_bomb (object *op)
945{ 956{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 957 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 958 return;
951 959
952 env = object_get_env_recursive (op); 960 object *env = op->outer_env ();
953 961
954 if (op->env) 962 if (op->env)
955 { 963 {
956 if (env->map == NULL) 964 if (!env->map)
957 return; 965 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 966
962 if (!(op = op->insert_at (env, op))) 967 if (!(op = op->insert_at (env, op)))
963 return; 968 return;
964 } 969 }
965 970
966 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding 971 // elmex Tue Aug 15 17:46:51 CEST 2006: Prevent bomb from exploding
967 // on a safe map. I don't like this special casing, but it seems to be neccessary 972 // on a safe map. I don't like this special casing, but it seems to be neccessary
968 // as bombs can be carried. 973 // as bombs can be carried.
969 if (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_SAFE) 974 if (op->ms ().flags () & P_SAFE)
970 { 975 {
971 op->destroy (); 976 op->destroy ();
972 return; 977 return;
973 } 978 }
974 979
976 * but using the cast_bullet isn't really feasible, 981 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 982 * so just set up the appropriate values.
978 */ 983 */
979 if (archetype *at = archetype::find (SPLINT)) 984 if (archetype *at = archetype::find (SPLINT))
980 { 985 {
981 for (i = 1; i < 9; i++) 986 for (int i = 1; i < 9; i++)
982 { 987 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 988 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 989 continue;
985 990
986 tmp = arch_to_object (at); 991 object *tmp = at->instance ();
987 tmp->direction = i; 992 tmp->direction = i;
988 tmp->range = op->range; 993 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 994 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 995 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 996 tmp->attacktype = op->attacktype;
1005} 1010}
1006 1011
1007int 1012int
1008create_bomb (object *op, object *caster, int dir, object *spell) 1013create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 1014{
1010
1011 object *tmp; 1015 object *tmp;
1012 int mflags; 1016 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1017 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1018 maptile *m;
1015 1019
1016 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy); 1020 mflags = get_map_flags (op->map, &m, dx, dy, &dx, &dy);
1021
1022 // when creating a bomb below ourself it should always work, even
1023 // when movement is blocked (somehow we got here, somehow we are here,
1024 // so we should also be able to make a bomb here). (originally added
1025 // to fix create bomb traps in doors, which cast with dir=0).
1026 if (dir)
1027 {
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1028 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1029 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1030 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 return 0; 1031 return 0;
1032 }
1021 } 1033 }
1022 tmp = arch_to_object (spell->other_arch); 1034
1035 tmp = spell->other_arch->instance ();
1023 1036
1024 /* level dependencies for bomb */ 1037 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1038 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1039 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1027 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell); 1040 tmp->duration = spell->duration + SP_level_duration_adjust (caster, spell);
1047 * dir is the direction to look in. 1060 * dir is the direction to look in.
1048 * range is how far out to look. 1061 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1062 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1063 * this info is used for blocked magic/unholy spaces.
1051 */ 1064 */
1052 1065static object *
1053object *
1054get_pointed_target (object *op, int dir, int range, int type) 1066get_pointed_target (object *op, int dir, int range, int type)
1055{ 1067{
1056 object *target; 1068 object *target;
1057 sint16 x, y; 1069 sint16 x, y;
1058 int dist, mflags; 1070 int dist, mflags;
1076 return NULL; 1088 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1089 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1090 return NULL;
1079 1091
1080 if (mflags & P_IS_ALIVE) 1092 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1093 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1094 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1095 return target;
1087 }
1088 }
1089 }
1090 } 1096 }
1097
1091 return NULL; 1098 return NULL;
1092} 1099}
1093
1094 1100
1095/* cast_smite_arch() - the priest points to a creature and causes 1101/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1102 * a 'godly curse' to decend.
1097 * usual params - 1103 * usual params -
1098 * op = player 1104 * op = player
1099 * caster = object casting the spell. 1105 * caster = object casting the spell.
1100 * dir = direction being cast 1106 * dir = direction being cast
1101 * spell = spell object 1107 * spell = spell object
1102 */ 1108 */
1103
1104int 1109int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1110cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1111{
1107 object *effect, *target; 1112 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1113 object *god = find_god (determine_god (op));
1118 * interesting spell. 1123 * interesting spell.
1119 * if it is a cleric spell, you need a god, and the creature 1124 * if it is a cleric spell, you need a god, and the creature
1120 * can't be friendly to your god. 1125 * can't be friendly to your god.
1121 */ 1126 */
1122 1127
1123 if (!target || QUERY_FLAG (target, FLAG_REFL_SPELL) 1128 if (!target
1129 || target->flag [FLAG_REFL_SPELL]
1124 || (!god && spell->stats.grace) 1130 || (!god && spell->stats.grace)
1125 || (target->title && god && !strcmp (target->title, god->name)) || (target->race && god && strstr (target->race, god->race))) 1131 || (god && target->title == god->name)
1132 || (god && target->race.contains (god->race)))
1126 { 1133 {
1127 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded."); 1134 new_draw_info (NDI_UNIQUE, 0, op, "Your request is unheeded.");
1128 return 0; 1135 return 0;
1129 } 1136 }
1130 1137
1131 if (spell->other_arch) 1138 if (spell->other_arch)
1132 effect = arch_to_object (spell->other_arch); 1139 effect = spell->other_arch->instance ();
1133 else 1140 else
1134 return 0; 1141 return 0;
1135 1142
1136 /* tailor the effect by priest level and worshipped God */ 1143 /* tailor the effect by priest level and worshipped God */
1137 effect->level = caster_level (caster, spell); 1144 effect->level = casting_level (caster, spell);
1138 effect->attacktype = spell->attacktype; 1145 effect->attacktype = spell->attacktype;
1139 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER)) 1146 if (effect->attacktype & (AT_HOLYWORD | AT_GODPOWER))
1140 { 1147 {
1141 if (tailor_god_spell (effect, op)) 1148 if (tailor_god_spell (effect, op))
1142 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", determine_god (op)); 1149 new_draw_info_format (NDI_UNIQUE, 0, op, "%s answers your call!", (const char *)determine_god (op));
1143 else 1150 else
1144 { 1151 {
1145 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored."); 1152 new_draw_info (NDI_UNIQUE, 0, op, "Your request is ignored.");
1146 return 0; 1153 return 0;
1147 } 1154 }
1186 effect->insert_at (target, op); 1193 effect->insert_at (target, op);
1187 1194
1188 return 1; 1195 return 1;
1189} 1196}
1190 1197
1191
1192/**************************************************************************** 1198/****************************************************************************
1193 * 1199 *
1194 * MAGIC MISSILE code. 1200 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1201 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1202 * code here is just to move the missile.
1198 1204
1199/* op is a missile that needs to be moved */ 1205/* op is a missile that needs to be moved */
1200void 1206void
1201move_missile (object *op) 1207move_missile (object *op)
1202{ 1208{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1209 if (op->range-- <= 0)
1209 { 1210 {
1211 op->drop_and_destroy ();
1212 return;
1213 }
1214
1215 mapxy pos (op);
1216 pos.move (op->direction);
1217
1218 if (!pos.normalise ())
1219 {
1210 op->destroy (); 1220 op->destroy ();
1211 return; 1221 return;
1212 } 1222 }
1213 1223
1214 owner = op->owner; 1224 mapspace &ms = pos.ms ();
1215#if 0
1216 /* It'd make things nastier if this wasn't here - spells cast by
1217 * monster that are then killed would continue to survive
1218 */
1219 if (owner == NULL)
1220 {
1221 op->destroy ();
1222 return;
1223 }
1224#endif
1225 1225
1226 new_x = op->x + DIRX (op); 1226 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1227 new_y = op->y + DIRY (op);
1228
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y);
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1227 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1228 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1229 /* Basically, missile only hits one thing then goes away.
1235 * we need to remove it if someone hasn't already done so. 1230 * we need to remove it if someone hasn't already done so.
1236 */ 1231 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1232 op->destroy ();
1248 return; 1233 return;
1249 } 1234 }
1250 1235
1236 if (!op->direction)
1237 {
1238 op->destroy ();
1239 return;
1240 }
1241
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1242 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1243 if (i > 0 && i != op->direction)
1253 { 1244 {
1254 op->direction = i; 1245 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1246 SET_ANIMATION (op, op->direction);
1256 } 1247 }
1257 1248
1258 m->insert (op, new_x, new_y, op); 1249 pos.insert (op, op);
1259} 1250}
1260 1251
1261/**************************************************************************** 1252/****************************************************************************
1262 * Destruction 1253 * Destruction
1263 ****************************************************************************/ 1254 ****************************************************************************/
1266 * we do this by creating a force and inserting it in the 1257 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1258 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1259 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1260 * give them the capability to have an inventory. b.t.
1270 */ 1261 */
1271 1262static int
1272int
1273make_object_glow (object *op, int radius, int time) 1263make_object_glow (object *op, int radius, int time)
1274{ 1264{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1265 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1266 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1267 return 0;
1280 1268
1281 tmp = get_archetype (FORCE_NAME); 1269 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1270 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1271 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1272 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1273 tmp->set_glow_radius (min (MAX_LIGHT_RADIUS, radius));
1286 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII;
1288
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1274 tmp = insert_ob_in_ob (tmp, op);
1275
1294 if (tmp->glow_radius > op->glow_radius) 1276 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1277 op->set_glow_radius (tmp->glow_radius);
1296 1278
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1279 return 1;
1303} 1280}
1304 1281
1305int 1282int
1306cast_destruction (object *op, object *caster, object *spell_ob) 1283cast_destruction (object *op, object *caster, object *spell_ob)
1307{ 1284{
1308 int i, j, range, mflags, friendly = 0, dam, dur;
1309 sint16 sx, sy;
1310 maptile *m;
1311 object *tmp;
1312 const char *skill;
1313
1314 range = spell_ob->range + SP_level_range_adjust (caster, spell_ob); 1285 int range = spell_ob->range + SP_level_range_adjust (caster, spell_ob);
1315 dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob); 1286 int dam = spell_ob->stats.dam + SP_level_dam_adjust (caster, spell_ob);
1316 dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob); 1287 int dur = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob);
1317 if (QUERY_FLAG (op, FLAG_FRIENDLY) || op->type == PLAYER) 1288
1318 friendly = 1; 1289 bool friendly = op->flag [FLAG_FRIENDLY] || op->is_player ();
1319 1290
1320 /* destruction doesn't use another spell object, so we need 1291 /* destruction doesn't use another spell object, so we need
1321 * update op's skill pointer so that exp is properly awarded. 1292 * update op's skill pointer so that exp is properly awarded.
1322 * We do some shortcuts here - since this is just temporary
1323 * and we'll reset the values back, we don't need to go through
1324 * the full share string/free_string route.
1325 */ 1293 */
1326 skill = op->skill; 1294 const shstr skill = op->skill;
1295
1327 if (caster == op) 1296 if (caster == op)
1328 op->skill = spell_ob->skill; 1297 op->skill = spell_ob->skill;
1329 else if (caster->skill) 1298 else if (caster->skill)
1330 op->skill = caster->skill; 1299 op->skill = caster->skill;
1331 else 1300 else
1332 op->skill = NULL; 1301 op->skill = 0;
1333 1302
1334 op->change_skill (find_skill_by_name (op, op->skill)); 1303 op->change_skill (find_skill_by_name (op, op->skill));
1335 1304
1336 for (i = -range; i < range; i++) 1305 unordered_mapwalk (op, -range, -range, range, range)
1337 { 1306 {
1338 for (j = -range; j < range; j++) 1307 mapspace &ms = m->at (nx, ny);
1339 {
1340 m = op->map;
1341 sx = op->x + i;
1342 sy = op->y + j;
1343 1308
1344 mflags = get_map_flags (m, &m, sx, sy, &sx, &sy);
1345 if (mflags & P_OUT_OF_MAP)
1346 continue;
1347
1348 if (mflags & P_IS_ALIVE) 1309 if (ms.flags () & P_IS_ALIVE)
1310 for (object *next, *tmp = ms.bot; tmp; tmp = next)
1349 { 1311 {
1350 for (tmp = GET_MAP_OB (m, sx, sy); tmp; tmp = tmp->above) 1312 next = tmp->above;
1351 if (QUERY_FLAG (tmp, FLAG_ALIVE) || tmp->type == PLAYER)
1352 break;
1353 1313
1354 if (tmp) 1314 if (tmp->flag [FLAG_ALIVE] || tmp->is_player ())
1355 { 1315 {
1356 if (tmp->head)
1357 tmp = tmp->head; 1316 tmp = tmp->head_ ();
1358 1317
1359 if ((friendly && !QUERY_FLAG (tmp, FLAG_FRIENDLY) && tmp->type != PLAYER) || 1318 if ((friendly && !tmp->flag [FLAG_FRIENDLY] && !tmp->is_player ())
1360 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1319 || (!friendly && (tmp->flag [FLAG_FRIENDLY] || tmp->is_player ())))
1361 { 1320 {
1362 if (spell_ob->subtype == SP_DESTRUCTION) 1321 if (spell_ob->subtype == SP_DESTRUCTION)
1363 { 1322 {
1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1323 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1324
1365 if (spell_ob->other_arch) 1325 if (spell_ob->other_arch)
1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1326 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1367 } 1327 }
1368 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1328 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist [ATNR_MAGIC] != 100)
1369 { 1329 {
1370 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch) 1330 if (make_object_glow (tmp, 1, dur) && spell_ob->other_arch)
1371 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1331 m->insert (spell_ob->other_arch->instance (), nx, ny, op);
1372 } 1332 }
1373 } 1333 }
1374 } 1334 }
1375 } 1335 }
1376 }
1377 } 1336 }
1378 1337
1379 op->skill = skill; 1338 op->skill = skill;
1380 return 1; 1339 return 1;
1381} 1340}
1383/*************************************************************************** 1342/***************************************************************************
1384 * 1343 *
1385 * CURSE 1344 * CURSE
1386 * 1345 *
1387 ***************************************************************************/ 1346 ***************************************************************************/
1388
1389int 1347int
1390cast_curse (object *op, object *caster, object *spell_ob, int dir) 1348cast_curse (object *op, object *caster, object *spell_ob, int dir)
1391{ 1349{
1392 object *god = find_god (determine_god (op)); 1350 object *god = find_god (determine_god (op));
1393 object *tmp, *force; 1351 object *tmp, *force;
1397 { 1355 {
1398 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1356 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1399 return 0; 1357 return 0;
1400 } 1358 }
1401 1359
1360 tmp = tmp->head_ ();
1361
1402 /* If we've already got a force of this type, don't add a new one. */ 1362 /* If we've already got a force of this type, don't add a new one. */
1403 for (force = tmp->inv; force != NULL; force = force->below) 1363 for (force = tmp->inv; force; force = force->below)
1404 { 1364 {
1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1365 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 { 1366 {
1407 if (force->name == spell_ob->name) 1367 if (force->name == spell_ob->name)
1408 { 1368 {
1414 return 0; 1374 return 0;
1415 } 1375 }
1416 } 1376 }
1417 } 1377 }
1418 1378
1419 if (force == NULL) 1379 if (!force)
1420 { 1380 {
1421 force = get_archetype (FORCE_NAME); 1381 force = get_archetype (FORCE_NAME);
1422 force->subtype = FORCE_CHANGE_ABILITY; 1382 force->subtype = FORCE_CHANGE_ABILITY;
1383
1423 if (spell_ob->race) 1384 if (spell_ob->race)
1424 force->name = spell_ob->race; 1385 force->name = spell_ob->race;
1425 else 1386 else
1426 force->name = spell_ob->name; 1387 force->name = spell_ob->name;
1427 1388
1437 { 1398 {
1438 force->duration = duration; 1399 force->duration = duration;
1439 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1400 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1440 } 1401 }
1441 else 1402 else
1442 {
1443 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1403 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1444 } 1404
1445 return 1; 1405 return 1;
1446 } 1406 }
1407
1447 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1408 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1448 force->speed = 1.f; 1409 force->speed = 1.f;
1449 force->speed_left = -1.f; 1410 force->speed_left = -1.f;
1450 SET_FLAG (force, FLAG_APPLIED); 1411 SET_FLAG (force, FLAG_APPLIED);
1451 1412
1468 force->stats.wc = spell_ob->stats.wc; 1429 force->stats.wc = spell_ob->stats.wc;
1469 1430
1470 change_abil (tmp, force); /* Mostly to display any messages */ 1431 change_abil (tmp, force); /* Mostly to display any messages */
1471 insert_ob_in_ob (force, tmp); 1432 insert_ob_in_ob (force, tmp);
1472 tmp->update_stats (); 1433 tmp->update_stats ();
1434
1473 return 1; 1435 return 1;
1474
1475} 1436}
1476 1437
1477/********************************************************************** 1438/**********************************************************************
1478 * mood change 1439 * mood change
1479 * Arguably, this may or may not be an attack spell. But since it 1440 * Arguably, this may or may not be an attack spell. But since it
1485 */ 1446 */
1486int 1447int
1487mood_change (object *op, object *caster, object *spell) 1448mood_change (object *op, object *caster, object *spell)
1488{ 1449{
1489 object *tmp, *god, *head; 1450 object *tmp, *god, *head;
1490 int done_one, range, mflags, level, at, best_at; 1451 int done_one, range, level, at, best_at;
1491 sint16 x, y, nx, ny;
1492 maptile *m;
1493 const char *race; 1452 const char *race;
1494 1453
1495 /* We precompute some values here so that we don't have to keep 1454 /* We precompute some values here so that we don't have to keep
1496 * doing it over and over again. 1455 * doing it over and over again.
1497 */ 1456 */
1498 god = find_god (determine_god (op)); 1457 god = find_god (determine_god (op));
1499 level = caster_level (caster, spell); 1458 level = casting_level (caster, spell);
1500 range = spell->range + SP_level_range_adjust (caster, spell); 1459 range = spell->range + SP_level_range_adjust (caster, spell);
1501 1460
1502 /* On the bright side, no monster should ever have a race of GOD_... 1461 /* On the bright side, no monster should ever have a race of GOD_...
1503 * so even if the player doesn't worship a god, if race=GOD_.., it 1462 * so even if the player doesn't worship a god, if race=GOD_.., it
1504 * won't ever match anything. 1463 * won't ever match anything.
1505 */ 1464 */
1506 if (!spell->race) 1465 if (!spell->race)
1507 race = NULL; 1466 race = NULL;
1508 else if (god && !strcmp (spell->race, "GOD_SLAYING")) 1467 else if (god && spell->race == shstr_GOD_SLAYING)
1509 race = god->slaying; 1468 race = god->slaying;
1510 else if (god && !strcmp (spell->race, "GOD_FRIEND")) 1469 else if (god && spell->race == shstr_GOD_FRIEND)
1511 race = god->race; 1470 race = god->race;
1512 else 1471 else
1513 race = spell->race; 1472 race = spell->race;
1514 1473
1515 for (x = op->x - range; x <= op->x + range; x++) 1474 unordered_mapwalk (op, -range, -range, range, range)
1516 for (y = op->y - range; y <= op->y + range; y++)
1517 { 1475 {
1518 done_one = 0; 1476 mapspace &ms = m->at (nx, ny);
1519 m = op->map;
1520 nx = x;
1521 ny = y;
1522 mflags = get_map_flags (m, &m, x, y, &nx, &ny);
1523 if (mflags & P_OUT_OF_MAP)
1524 continue;
1525 1477
1526 /* If there is nothing living on this space, no need to go further */ 1478 /* If there is nothing living on this space, no need to go further */
1527 if (!(mflags & P_IS_ALIVE)) 1479 if (!ms.flags () & P_IS_ALIVE)
1528 continue; 1480 continue;
1529 1481
1530 // players can only affect spaces that they can actually see 1482 // players can only affect spaces that they can actually see
1483 if (caster
1531 if (caster && caster->contr 1484 && caster->contr
1532 && caster->contr->visibility_at (m, nx, ny) < 70) 1485 && caster->contr->darkness_at (m, nx, ny) == LOS_BLOCKED)
1533 continue; 1486 continue;
1534 1487
1535 for (tmp = GET_MAP_TOP (m, nx, ny); tmp; tmp = tmp->below) 1488 for (tmp = ms.top; tmp; tmp = tmp->below)
1536 if (QUERY_FLAG (tmp, FLAG_MONSTER)) 1489 if (tmp->flag [FLAG_MONSTER])
1537 break; 1490 break;
1538 1491
1539 /* There can be living objects that are not monsters */ 1492 /* There can be living objects that are not monsters */
1540 if (!tmp || tmp->type == PLAYER) 1493 if (!tmp)
1541 continue; 1494 continue;
1542 1495
1543 /* Only the head has meaningful data, so resolve to that */ 1496 /* Only the head has meaningful data, so resolve to that */
1544 if (tmp->head)
1545 head = tmp->head; 1497 head = tmp->head_ ();
1546 else
1547 head = tmp;
1548 1498
1549 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */ 1499 /* Make sure the race is OK. Likewise, only effect undead if spell specifically allows it */
1550 if (race && head->race && !strstr (race, head->race)) 1500 if (race && head->race && !strstr (race, head->race))
1551 continue; 1501 continue;
1552 1502
1553 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD)) 1503 if (QUERY_FLAG (head, FLAG_UNDEAD) && !QUERY_FLAG (spell, FLAG_UNDEAD))
1554 continue; 1504 continue;
1555 1505
1556 /* Now do a bunch of stuff related to saving throws */ 1506 /* Now do a bunch of stuff related to saving throws */
1557 best_at = -1; 1507 best_at = -1;
1558 if (spell->attacktype) 1508 if (spell->attacktype)
1559 { 1509 {
1560 for (at = 0; at < NROFATTACKS; at++) 1510 for (at = 0; at < NROFATTACKS; at++)
1561 if (spell->attacktype & (1 << at)) 1511 if (spell->attacktype & (1 << at))
1562 if (best_at == -1 || head->resist[at] > head->resist[best_at]) 1512 if (best_at == -1 || head->resist[at] > head->resist[best_at])
1563 best_at = at; 1513 best_at = at;
1564 1514
1565 if (best_at == -1) 1515 if (best_at == -1)
1566 at = 0; 1516 at = 0;
1567 else 1517 else
1568 { 1518 {
1569 if (head->resist[best_at] == 100) 1519 if (head->resist[best_at] == 100)
1570 continue; 1520 continue;
1571 else 1521 else
1572 at = head->resist[best_at] / 5; 1522 at = head->resist[best_at] / 5;
1573 } 1523 }
1524
1574 at -= level / 5; 1525 at -= level / 5;
1575 if (did_make_save (head, head->level, at)) 1526 if (did_make_save (head, head->level, at))
1576 continue; 1527 continue;
1577 } 1528 }
1578 else /* spell->attacktype */ 1529 else /* spell->attacktype */
1579 { 1530 {
1580 /* 1531 /*
1581 Spell has no attacktype (charm & such), so we'll have a specific saving: 1532 Spell has no attacktype (charm & such), so we'll have a specific saving:
1582 * if spell level < monster level, no go 1533 * if spell level < monster level, no go
1583 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) ) 1534 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1584 1535
1585 The chance will then be in the range [20-70] percent, not too bad. 1536 The chance will then be in the range [20-70] percent, not too bad.
1586 1537
1587 This is required to fix the 'charm monster' abuse, where a player level 1 can 1538 This is required to fix the 'charm monster' abuse, where a player level 1 can
1588 charm a level 125 monster... 1539 charm a level 125 monster...
1589 1540
1590 Ryo, august 14th 1541 Ryo, august 14th
1591 */ 1542 */
1592 if (head->level > level) 1543 if (head->level > level)
1593 continue; 1544 continue;
1594 1545
1595 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1546 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + min (50, 2 * (level - head->level))))
1596 /* Failed, no effect */ 1547 /* Failed, no effect */
1597 continue; 1548 continue;
1598 } 1549 }
1599 1550
1600 /* Done with saving throw. Now start affecting the monster */ 1551 /* Done with saving throw. Now start affecting the monster */
1552 done_one = 0;
1601 1553
1602 /* aggravation */ 1554 /* aggravation */
1603 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1555 if (QUERY_FLAG (spell, FLAG_MONSTER))
1604 { 1556 {
1605 CLEAR_FLAG (head, FLAG_SLEEP); 1557 CLEAR_FLAG (head, FLAG_SLEEP);
1606 remove_friendly_object (head); 1558 remove_friendly_object (head);
1607 done_one = 1; 1559 done_one = 1;
1608 head->enemy = op; 1560 head->enemy = op;
1609 } 1561 }
1610 1562
1611 /* calm monsters */ 1563 /* calm monsters */
1612 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE)) 1564 if (QUERY_FLAG (spell, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (head, FLAG_UNAGGRESSIVE))
1613 { 1565 {
1614 SET_FLAG (head, FLAG_UNAGGRESSIVE); 1566 SET_FLAG (head, FLAG_UNAGGRESSIVE);
1615 head->enemy = NULL; 1567 head->enemy = NULL;
1616 done_one = 1; 1568 done_one = 1;
1617 } 1569 }
1618 1570
1619 /* berserk monsters */ 1571 /* berserk monsters */
1620 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK)) 1572 if (QUERY_FLAG (spell, FLAG_BERSERK) && !QUERY_FLAG (head, FLAG_BERSERK))
1621 { 1573 {
1622 SET_FLAG (head, FLAG_BERSERK); 1574 SET_FLAG (head, FLAG_BERSERK);
1623 done_one = 1; 1575 done_one = 1;
1624 } 1576 }
1625 1577
1626 /* charm */ 1578 /* charm */
1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1579 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1628 { 1580 {
1581 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1582
1629 /* Prevent uncontolled outbreaks of self replicating monsters. 1583 /* Prevent uncontrolled outbreaks of self replicating monsters.
1630 Typical use case is charm, go somwhere, use aggravation to make hostile. 1584 Typical use case is charm, go somwhere, use aggravation to make hostile.
1631 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1585 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1632 CLEAR_FLAG (head, FLAG_GENERATOR); 1586 CLEAR_FLAG (head, FLAG_GENERATOR);
1633 head->set_owner (op); 1587 head->set_owner (op);
1634 set_spell_skill (op, caster, spell, head); 1588 set_spell_skill (op, caster, spell, head);
1635 add_friendly_object (head); 1589 add_friendly_object (head);
1636 head->attack_movement = PETMOVE; 1590 head->attack_movement = PETMOVE;
1637 done_one = 1; 1591 done_one = 1;
1638 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL); 1592 change_exp (op, head->stats.exp / 2, head->skill, SK_EXP_ADD_SKILL);
1639 head->stats.exp = 0; 1593 head->stats.exp = 0;
1640 } 1594 }
1641 1595
1642 /* If a monster was effected, put an effect in */ 1596 /* If a monster was effected, put an effect in */
1643 if (done_one && spell->other_arch) 1597 if (done_one && spell->other_arch)
1644 m->insert (arch_to_object (spell->other_arch), nx, ny, op); 1598 m->insert (spell->other_arch->instance (), nx, ny, op);
1645 } /* for y */ 1599 }
1646 1600
1647 return 1; 1601 return 1;
1648} 1602}
1649
1650 1603
1651/* Move_ball_spell: This handles ball type spells that just sort of wander 1604/* Move_ball_spell: This handles ball type spells that just sort of wander
1652 * about. was called move_ball_lightning, but since more than the ball 1605 * about. was called move_ball_lightning, but since more than the ball
1653 * lightning spell used it, that seemed misnamed. 1606 * lightning spell used it, that seemed misnamed.
1654 * op is the spell effect. 1607 * op is the spell effect.
1655 * note that duration is handled by process_object() in time.c 1608 * note that duration is handled by process_object() in time.c
1656 */ 1609 */
1657
1658void 1610void
1659move_ball_spell (object *op) 1611move_ball_spell (object *op)
1660{ 1612{
1661 int i, j, dam_save, dir, mflags; 1613 int i, j, dam_save, dir, mflags;
1662 sint16 nx, ny, hx, hy; 1614 sint16 nx, ny, hx, hy;
1681 for (i = 1; i < 9; i++) 1633 for (i = 1; i < 9; i++)
1682 { 1634 {
1683 /* i bit 0: alters sign of offset 1635 /* i bit 0: alters sign of offset
1684 * other bits (i / 2): absolute value of offset 1636 * other bits (i / 2): absolute value of offset
1685 */ 1637 */
1686
1687 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2); 1638 int offset = ((i ^ j) & 1) ? (i / 2) : -(i / 2);
1688 int tmpdir = absdir (op->direction + offset); 1639 int tmpdir = absdir (op->direction + offset);
1689 1640
1690 nx = op->x + freearr_x[tmpdir]; 1641 nx = op->x + freearr_x[tmpdir];
1691 ny = op->y + freearr_y[tmpdir]; 1642 ny = op->y + freearr_y[tmpdir];
1693 { 1644 {
1694 dir = tmpdir; 1645 dir = tmpdir;
1695 break; 1646 break;
1696 } 1647 }
1697 } 1648 }
1649
1698 if (dir == 0) 1650 if (dir == 0)
1699 { 1651 {
1700 nx = op->x; 1652 nx = op->x;
1701 ny = op->y; 1653 ny = op->y;
1702 m = op->map; 1654 m = op->map;
1728 1680
1729 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1681 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1730 { 1682 {
1731 if (j) 1683 if (j)
1732 op->stats.dam = dam_save / 2; 1684 op->stats.dam = dam_save / 2;
1685
1733 hit_map (op, j, op->attacktype, 1); 1686 hit_map (op, j, op->attacktype, 1);
1734
1735 } 1687 }
1736 1688
1737 /* insert the other arch */ 1689 /* insert the other arch */
1738 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1690 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1739 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1691 m->insert (op->other_arch->instance (), hx, hy, op);
1740 } 1692 }
1741 1693
1742 /* restore to the center location and damage */ 1694 /* restore to the center location and damage */
1743 op->stats.dam = dam_save; 1695 op->stats.dam = dam_save;
1744 1696
1753 1705
1754 op->direction = i; 1706 op->direction = i;
1755 } 1707 }
1756} 1708}
1757 1709
1758
1759/* move_swarm_spell: peterm 1710/* move_swarm_spell: peterm
1760 * This is an implementation of the swarm spell. It was written for 1711 * This is an implementation of the swarm spell. It was written for
1761 * meteor swarm, but it could be used for any swarm. A swarm spell 1712 * meteor swarm, but it could be used for any swarm. A swarm spell
1762 * is a special type of object that casts swarms of other types 1713 * is a special type of object that casts swarms of other types
1763 * of spells. Which spell it casts is flexible. It fires the spells 1714 * of spells. Which spell it casts is flexible. It fires the spells
1764 * from a set of squares surrounding the caster, in a given direction. 1715 * from a set of squares surrounding the caster, in a given direction.
1765 */ 1716 */
1766
1767void 1717void
1768move_swarm_spell (object *op) 1718move_swarm_spell (object *op)
1769{ 1719{
1770#if 0 1720#if 0
1771 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1721 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1772 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1722 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1773 sint16 target_x, target_y, origin_x, origin_y; 1723 sint16 target_x, target_y, origin_x, origin_y;
1774 int adjustdir; 1724 int adjustdir;
1775 maptile *m; 1725 maptile *m;
1776#endif 1726#endif
1777 int basedir;
1778 object *owner; 1727 object *owner = op->env;
1779 1728
1780 owner = op->owner; 1729 if (!owner) // MUST not happen, remove when true TODO
1781 if (op->duration == 0 || owner == NULL)
1782 { 1730 {
1731 LOG (llevError, "swarm spell found outside inventory: %s\n", op->debug_desc ());
1783 op->destroy (); 1732 op->destroy ();
1784 return; 1733 return;
1785 } 1734 }
1786 1735
1736 if (!op->duration || !owner->is_on_map ())
1737 {
1738 op->drop_and_destroy ();
1739 return;
1740 }
1741
1787 op->duration--; 1742 op->duration--;
1788 1743
1789 basedir = op->direction; 1744 int basedir = op->direction;
1790 if (basedir == 0) 1745 if (!basedir)
1791 { 1746 {
1792 /* spray in all directions! 8) */ 1747 /* spray in all directions! 8) */
1793 basedir = rndm (1, 8); 1748 op->facing = (op->facing + op->state) & 7;
1749 basedir = op->facing + 1;
1794 } 1750 }
1795 1751
1796#if 0 1752#if 0
1797 // this is bogus: it causes wrong places to be checked below 1753 // this is bogus: it causes wrong places to be checked below
1798 // (a wall 2 cells away will block the effect...) and 1754 // (a wall 2 cells away will block the effect...) and
1859 { 1815 {
1860 /* Bullet spells have a bunch more customization that needs to be done */ 1816 /* Bullet spells have a bunch more customization that needs to be done */
1861 if (op->spell->subtype == SP_BULLET) 1817 if (op->spell->subtype == SP_BULLET)
1862 fire_bullet (owner, op, basedir, op->spell); 1818 fire_bullet (owner, op, basedir, op->spell);
1863 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1819 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1864 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1820 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1865 } 1821 }
1866} 1822}
1867
1868
1869
1870 1823
1871/* fire_swarm: 1824/* fire_swarm:
1872 * The following routine creates a swarm of objects. It actually 1825 * The following routine creates a swarm of objects. It actually
1873 * sets up a specific swarm object, which then fires off all 1826 * sets up a specific swarm object, which then fires off all
1874 * the parts of the swarm. 1827 * the parts of the swarm.
1877 * caster: the caster (owner, wand, rod, scroll) 1830 * caster: the caster (owner, wand, rod, scroll)
1878 * dir: the direction everything will be fired in 1831 * dir: the direction everything will be fired in
1879 * spell - the spell that is this spell. 1832 * spell - the spell that is this spell.
1880 * n: the number to be fired. 1833 * n: the number to be fired.
1881 */ 1834 */
1882
1883int 1835int
1884fire_swarm (object *op, object *caster, object *spell, int dir) 1836fire_swarm (object *op, object *caster, object *spell, int dir)
1885{ 1837{
1886 object *tmp;
1887 int i;
1888
1889 if (!spell->other_arch) 1838 if (!spell->other_arch)
1890 return 0; 1839 return 0;
1891 1840
1892 tmp = get_archetype (SWARM_SPELL); 1841 object *tmp = archetype::get (SWARM_SPELL);
1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */ 1842
1894 set_spell_skill (op, caster, spell, tmp); 1843 set_spell_skill (op, caster, spell, tmp);
1895
1896 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1844 tmp->level = casting_level (caster, spell); /* needed later, to get level dep. right. */
1897 tmp->spell = arch_to_object (spell->other_arch); 1845 tmp->spell = spell->other_arch->instance ();
1898
1899 tmp->attacktype = tmp->spell->attacktype; 1846 tmp->attacktype = tmp->spell->attacktype;
1900 1847
1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1848 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1902 if (!tailor_god_spell (tmp, op)) 1849 if (!tailor_god_spell (tmp, op))
1903 return 1; 1850 return 1;
1904 1851
1905 tmp->duration = SP_level_duration_adjust (caster, spell); 1852 tmp->duration = SP_level_duration_adjust (caster, spell);
1906 for (i = 0; i < spell->duration; i++) 1853 for (int i = 0; i < spell->duration; i++)
1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1854 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1908 1855
1856 tmp->invisible = 1;
1857 tmp->flag [FLAG_NO_DROP] = 1; // make sure it stays in inv, or else
1909 tmp->direction = dir; 1858 tmp->direction = dir;
1910 tmp->invisible = 1; 1859 tmp->facing = rndm (1, 8); // initial firing direction
1860 tmp->state = rndm (4) * 2 + 1; // direction increment
1911 1861
1912 tmp->insert_at (op, op); 1862 op->insert (tmp);
1863
1913 return 1; 1864 return 1;
1914} 1865}
1915
1916 1866
1917/* See the spells documentation file for why this is its own 1867/* See the spells documentation file for why this is its own
1918 * function. 1868 * function.
1919 */ 1869 */
1920int 1870int
1925 int dam, mflags; 1875 int dam, mflags;
1926 maptile *m; 1876 maptile *m;
1927 1877
1928 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1878 dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1929 1879
1930 if (!dir) 1880 if (dir)
1931 {
1932 new_draw_info (NDI_UNIQUE, 0, op, "In what direction?");
1933 return 0;
1934 } 1881 {
1935
1936 x = op->x + freearr_x[dir]; 1882 x = op->x + freearr_x[dir];
1937 y = op->y + freearr_y[dir]; 1883 y = op->y + freearr_y[dir];
1938 m = op->map; 1884 m = op->map;
1939 1885
1940 mflags = get_map_flags (m, &m, x, y, &x, &y); 1886 mflags = get_map_flags (m, &m, x, y, &x, &y);
1941 1887
1942 if (mflags & P_OUT_OF_MAP) 1888 if (mflags & P_OUT_OF_MAP)
1943 { 1889 {
1944 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there."); 1890 new_draw_info (NDI_UNIQUE, 0, op, "Nothing is there.");
1945 return 0; 1891 return 0;
1946 } 1892 }
1947 1893
1948 if (mflags & P_IS_ALIVE && spell->attacktype) 1894 if (mflags & P_IS_ALIVE && spell->attacktype)
1949 { 1895 {
1950 for (target = GET_MAP_OB (m, x, y); target; target = target->above) 1896 for (target = GET_MAP_OB (m, x, y); target; target = target->above)
1951 if (QUERY_FLAG (target, FLAG_MONSTER)) 1897 if (QUERY_FLAG (target, FLAG_MONSTER))
1952 { 1898 {
1953 /* oky doky. got a target monster. Lets make a blinding attack */ 1899 /* oky doky. got a target monster. Lets make a blinding attack */
1954 if (target->head) 1900 if (target->head)
1955 target = target->head; 1901 target = target->head;
1902
1956 (void) hit_player (target, dam, op, spell->attacktype, 1); 1903 hit_player (target, dam, op, spell->attacktype, 1);
1957 return 1; /* one success only! */ 1904 return 1; /* one success only! */
1905 }
1958 } 1906 }
1959 }
1960 1907
1961 /* no live target, perhaps a wall is in the way? */ 1908 /* no live target, perhaps a wall is in the way? */
1962 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y))) 1909 if (OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, x, y)))
1963 { 1910 {
1964 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way."); 1911 new_draw_info (NDI_UNIQUE, 0, op, "Something is in the way.");
1965 return 0; 1912 return 0;
1913 }
1966 } 1914 }
1967 1915
1968 /* ok, looks groovy to just insert a new light on the map */ 1916 /* ok, looks groovy to just insert a new light on the map */
1969 tmp = arch_to_object (spell->other_arch); 1917 tmp = spell->other_arch->instance ();
1970 if (!tmp) 1918 if (!tmp)
1971 { 1919 {
1972 LOG (llevError, "Error: spell arch for cast_light() missing.\n"); 1920 LOG (llevError, "Error: spell arch for cast_light() missing.\n");
1973 return 0; 1921 return 0;
1974 } 1922 }
1923
1975 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell); 1924 tmp->stats.food = spell->duration + SP_level_duration_adjust (caster, spell);
1925
1976 if (tmp->glow_radius) 1926 if (tmp->glow_radius)
1977 { 1927 tmp->set_glow_radius (
1978 tmp->glow_radius = spell->range + SP_level_range_adjust (caster, spell); 1928 clamp (spell->range + SP_level_range_adjust (caster, spell), 1, MAX_LIGHT_RADIUS)
1979 if (tmp->glow_radius > MAX_LIGHT_RADII) 1929 );
1980 tmp->glow_radius = MAX_LIGHT_RADII;
1981 }
1982 1930
1931 if (dir)
1983 m->insert (tmp, x, y, op); 1932 m->insert (tmp, x, y, op);
1933 else
1934 caster->outer_env_or_self ()->insert (tmp);
1935
1984 return 1; 1936 return 1;
1985} 1937}
1986
1987
1988
1989 1938
1990/* cast_cause_disease: this spell looks along <dir> from the 1939/* cast_cause_disease: this spell looks along <dir> from the
1991 * player and infects someone. 1940 * player and infects someone.
1992 * op is the player/monster, caster is the object, dir is the direction 1941 * op is the player/monster, caster is the object, dir is the direction
1993 * to cast, disease_arch is the specific disease, and type is the spell number 1942 * to cast, disease_arch is the specific disease, and type is the spell number
1994 * perhaps this should actually be in disease.c? 1943 * perhaps this should actually be in disease.c?
1995 */ 1944 */
1996
1997int 1945int
1998cast_cause_disease (object *op, object *caster, object *spell, int dir) 1946cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{ 1947{
2000 sint16 x, y; 1948 sint16 x, y;
2001 int i, mflags, range, dam_mod, dur_mod; 1949 int i, mflags, range, dam_mod, dur_mod;
2008 /* If casting from a scroll, no direction will be available, so refer to the 1956 /* If casting from a scroll, no direction will be available, so refer to the
2009 * direction the player is pointing. 1957 * direction the player is pointing.
2010 */ 1958 */
2011 if (!dir) 1959 if (!dir)
2012 dir = op->facing; 1960 dir = op->facing;
1961
2013 if (!dir) 1962 if (!dir)
2014 return 0; /* won't find anything if casting on ourself, so just return */ 1963 return 0; /* won't find anything if casting on ourself, so just return */
2015 1964
2016 /* Calculate these once here */ 1965 /* Calculate these once here */
2017 range = spell->range + SP_level_range_adjust (caster, spell); 1966 range = spell->range + SP_level_range_adjust (caster, spell);
2039 { 1988 {
2040 /* search this square for a victim */ 1989 /* search this square for a victim */
2041 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above) 1990 for (walk = GET_MAP_OB (m, x, y); walk; walk = walk->above)
2042 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER)) 1991 if (QUERY_FLAG (walk, FLAG_MONSTER) || (walk->type == PLAYER))
2043 { /* found a victim */ 1992 { /* found a victim */
2044 object *disease = arch_to_object (spell->other_arch); 1993 object *disease = spell->other_arch->instance ();
2045 1994
2046 disease->set_owner (op); 1995 disease->set_owner (op);
2047 set_spell_skill (op, caster, spell, disease); 1996 set_spell_skill (op, caster, spell, disease);
2048 disease->stats.exp = 0; 1997 disease->stats.exp = 0;
2049 disease->level = caster_level (caster, spell); 1998 disease->level = casting_level (caster, spell);
2050 1999
2051 /* do level adjustments */ 2000 /* do level adjustments */
2052 if (disease->stats.wc) 2001 if (disease->stats.wc)
2053 disease->stats.wc += dur_mod / 2; 2002 disease->stats.wc += dur_mod / 2;
2054 2003
2055 if (disease->magic > 0) 2004 if (disease->magic > 0)
2056 disease->magic += dur_mod / 4; 2005 disease->magic += dur_mod / 8;
2057 2006
2058 if (disease->stats.maxhp > 0) 2007 if (disease->stats.maxhp > 0)
2059 disease->stats.maxhp += dur_mod; 2008 disease->stats.maxhp += dur_mod;
2060 2009
2061 if (disease->stats.maxgrace > 0) 2010 if (disease->stats.maxgrace > 0)
2099 if (infect_object (walk, disease, 1)) 2048 if (infect_object (walk, disease, 1))
2100 { 2049 {
2101 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2050 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2102 2051
2103 disease->destroy (); /* don't need this one anymore */ 2052 disease->destroy (); /* don't need this one anymore */
2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2053 walk->map->insert (get_archetype (shstr_detect_magic), x, y, op);
2105 return 1; 2054 return 1;
2106 } 2055 }
2107 2056
2108 disease->destroy (); 2057 disease->destroy ();
2109 } 2058 }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines